Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet Vita [LBPV] Help!
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Best way to go about making a Kart?
Archive: 8 posts
I've been brainstorming about my next level, and the more I think about it, the more interested I am in making a Karting level, but I suck at making vehicles. You'd think that after 2 years with the series, I could make a descent vehicle, but no, my "prototypes" are junk. Does anyone how to make a Kart that doesn't flip over as soon as you go downhill, maintains good balance AND speed, and you can control it to do tricks while in the air? | 2013-04-27 21:44:00 Author: repulsor101 Posts: 61 |
The easiest way to stop your kart from flipping when going down hill would be to use a Mover. The Mover should be placed on the side of your kart and not on the controlinator. It should be set to Local Space and set to move down (the speed and strength it moves down will need to be adjusted to suit your kart). The Mover will force the kart into the ground no matter how steep the slope is. You should also use 2 Movers (not an Advanced Mover) to move the kart left and right. Put these movers on the side of the kart with the downward Mover and set these Movers to Local Space too. By using Movers rather than Advanced movers allows you to tweak the setting independently. Put all the Movers onto the same chip and put that chip onto another chip, so you have a chip on the side of your kart with another chip (the one with the Movers) on it. To allow your kart to do tricks: add another chip to the chip on the side of your kart, but not on the chip with the Movers. Put an Advanced rotator to this chip. Attach the Advanced Mover to whatever controls you want to use to do tricks. At this stage you should have a chip on the side of your kart that contains 2 chips - one to move the kart (the chip with the Movers) and the other to rotate the kart (with the Advanced rotator). To allow the kart to do tricks while in the air: add Impact Sensors on the wheels of your kart. Attach both Impact Sensors to an AND gate then connect the output from the AND gate into a NOT gate. The AND and the NOT gates should be on the chip on the side of the kart, but not on the chip that contains the Movers or the chip that contains the Advanced Rotator. Now connect the output from the AND gate to the bottom input of the chip with the Movers and connect the NOT gate to the bottom input of the chip with the Advanced Rotator. This will turn off the Movers when the kart is in the air (i.e. when both wheels are NOT touching the ground) and turn on the chip that has the Advanced Rotator. Oh dear! I started this reply by saying it was easy and it's turning out to be complicated. I'll make a basic kart and publish it in a copyable level for, since the will be some even more complicated logic involved to reset your kart and I expect you will want to award scores for doing tricks. I have published a level with a prototype kart I've made here: Random Logic Help (http://vita.lbp.me/v/c2vch) Use the Left Stick to move forwards and backwards, and use the Right Stick while in the air to rotate clockwise and anticlockwise. If you crash, your car will stop and flip so it's the correct way up. If you use this kart make sure that all the material that makes up the road/track has the Green Tag labelled Ground. The scoring works by giving you a larger score for more rotation and subtracts 100 points if you crash. Hope this is useful, If you have any problems just add it to this thread and I will answer. | 2013-04-28 11:47:00 Author: fluxlasers Posts: 182 |
And what about wheels, just glue or should I use some kind of Bolt? I'm going to try it out later when I get the time, I'll let you know once I do. | 2013-04-28 12:58:00 Author: repulsor101 Posts: 61 |
Do it top down or something, easier, and cooler. | 2013-04-28 15:07:00 Author: Woutery Posts: 793 |
And what about wheels, just glue or should I use some kind of Bolt? I'm going to try it out later when I get the time, I'll let you know once I do. The wheels on my prototype uses Bolts. Do not use motors. All the motion is done using Movers. I think your problem with flipping will have been caused by using motors. | 2013-04-28 15:23:00 Author: fluxlasers Posts: 182 |
Thank you so much for all of the help, fluxlasers. But I still have 1 more question that I forgot to ask in the original post. How would you make it go in and out by tapping down and up on the arrow pad? | 2013-04-29 13:06:00 Author: repulsor101 Posts: 61 |
Attach the Up/Down output of the D-pad to a direction splitter, and place two counters set to 1 in front of each output of the splitter. Then, hook up each output to its respective counter, while wiring the opposite outputs to the reset of the opposite counters- you know what, I can explain this much more easily with a picture. http://i1311.photobucket.com/albums/s676/Nathaniel_Onandia/example_zpsf361ed67.png (http://s1311.photobucket.com/user/Nathaniel_Onandia/media/example_zpsf361ed67.png.html) Excuse my epic Paint skills 8) | 2013-04-29 16:21:00 Author: theIronHorse Posts: 279 |
(facepalm) I should have known that. | 2013-04-29 20:49:00 Author: repulsor101 Posts: 61 |
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